|return of Yasko
When playing against AI opponents, the map just DOES NOT WORK for a variety of reasons, and scores a 1 in this regard. I could beat any opponent with max advantage in just a matter of minutes. First, there's just not enough room, not even for the Rat or Snake. I tried it with many different opponents, and the AI's just didn't respond correctly. The Pig, Wolf, and Emir built themselves right into the cliff with no gate, and the rest of the characters wouldn't even finish their castles, even on deathmatch. A layout like this would be better off as a larger map, perhaps a 200x200 size so the AI's have more room. If you want to do close-quarters 160x160 sized skirmish maps in the future, it's important to place the keeps diagonally from each other instead of side-by-side, so that there's enough room for AI's. Also, it's just too easy to prevent the enemy's peasants from gathering any resources. All you have to do is place a tower on the middle of the stone pile with archers, and they'll pick off all the peasants that try to get to stone or grass.
That being said, this DOES have potential as a mutliplayer map. The map's layout is more or less balanced in resources and space (but work on your keep placement!). If played with a peacetime, two human opponents can bulk up on resources, and then have a crazy close-quarters battle when the peace time ends. In this regard, I'll give you a 3, So overall score is 2 for playability.
Balance is okay. The map is roughly symmetrical, and resources are balanced, although it could be improved a bit. However, the gameplay has terrible balance for fighting AI's. A good tool for making balanced symmetrical maps are grids. PatDarkKnight made some excellent examples, found here: http://stronghold.heavengames.com/downloads/showfile.php?fileid=2380
Creativity can be improved. There's a lot of closequarters combat maps similar to this. I like how you tried making it a more strategic map by placing the path to the grass in the middle so it would be harder to gather resources. The intention was good, but it won't work for this particular map because again, it's just too easy to stop peasants with arrows. Placing the path closer to the keeps would have worked better.
Map Design: 1.5
You need to spend some more time detailing your maps. All the terrain has the stamp of a huge creation tool - a rough square appearance to everything. Explore some of the smaller sizes in your arsenal of map making tools. Making a map is like painting - start with a large brush, and work your way to smaller tools when you want to put fine details in. This is especially useful when making realistic looking grass.
All you said was, "Hope you like it". I realize not every map can have a good story, but at least include some instructions or if it's a multiplayer map or not, a brief summary of the situation...anything.
I've noticed you've recieved a lot of criticism in the comment section of your maps, but don't let it get you down. Whether advice is givin or not, try to regard any criticism as constructive. I don't like it either when people criticize without giving reason, but hey, it's the internet, and it will happen ;) People will notice if you have a good map, and good maps will come with practice. Take a look at some tutorials this site has to offer, spend more time detailing maps, and explore the options in your map maker. You may be surprised at what you can make.